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Add more rule clarifications
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sean-clayton committed Aug 19, 2023
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156 changes: 123 additions & 33 deletions dragonhack.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -252,14 +252,26 @@ d3::
*5/6* = 3.
d66::
Roll a dice twice.
The first roll is the tens place and the second is the ones.
One roll is for the tens place and the other is for the ones.
d666::
Roll like a d66, but with another roll for the hundreds place.
d33::
Like a d66, but each digit is a d3.
Like a d66, but each roll is a d3.
d333::
Like a d33, but with another roll for the hundreds place.

=== Dealing Damage

.Dealing Damage
[move]
--
[.lead]
When you harm a foe but don't murder them outright...

Roll the applicable damage and say the result (plus any tags like messy, forceful, etc.).
The GM will reduce the victim's HP by that amount (less armor) and either describe the result or ask you to do so.
--

=== Rounding

In {doctitle}, always round down when faced with non-integer numbers, unless otherwise noted.
Expand Down Expand Up @@ -305,17 +317,44 @@ Resistance roll::
A player can make a resistance roll when their character suffers a consequence they don't like.
The roll tells us how much stress their character suffers to reduce the severity of a consequence.

==== Surge Points
==== Hold

.Hold
[move]
--
[.lead]
When a move gives you [term]#"`hold X Currency`"#...

You can spend that currency as the move describes it.
--

==== Surge

When you land a [term]#critical hit#, take the lowest number on the dice you rolled, multiply it by 2 and that's your [term]#surge points# for that action.
.Surge
[move]
--
[.lead]
When you land a [term]#critical hit#...

Take the lowest number of the dice you rolled, multiply it by 2.
[term]#Hold that much Surge#.
You spend [term]#surge# on [term]#surge moves#.

Any [term]#surge# you do not use during the move, you do not maintain.
--

===== Critical Damage

For example, if you roll 3D and get 3, 6, and 6, the lowest number you rolled was a 3.
We multiply that by two to get the surge points available to you: 6.
You always have access to the _Critical Damage_ [term]#surge move#.

You use surge points through moves and features of your <<_paths,[term]#paths#>>.
.Surge Move: Critical Damage (2 Surge)
[move]
--
[.lead]
When you are dealing damage...

Any surge points you do not use, you do not maintain.
Use them or lose them during the move.the ones.
You can [term]#roll &times;HD# and add that to your damage total.
--

==== GMs and the Dice

Expand Down Expand Up @@ -369,16 +408,18 @@ The GM will tell you the following:
* Possible consequences if you fail and rewards if you succeed.

.Take Action
[action]
[move]
--
[.lead]
When your character acts by taking a risk...

Sstate what your goal is and the approach your character will take to make it happen.
State what your goal is and the approach your character will take to make it happen.

* 1D for each point in the [term]#attribute#.
* +1D if you are being [term]#aided#.
* +1D for using an [term]#ability#.
* +1D if you are being <<_aid,[term]#aided#>>.
* +1D for using one of your <<_abilities,[term]#abilities#>>.

'''

[.risk]
Minor Risk::
Expand Down Expand Up @@ -419,8 +460,10 @@ You overreach your capabilities. You're in serious trouble.
+
* **Critical Hit:**
A success with [term]#increased reward#.
[term]#Gain +1 XP#.
* **Hit:**
A success, narrowly avoiding the consequences.
[term]#Gain +1 XP#.
* **Weak Hit:**
Technically a success, but there is a severe cost.
[term]#Gain +1 XP# and you must [term]#suffer the consequences# accordingly.
Expand All @@ -429,6 +472,17 @@ You overreach your capabilities. You're in serious trouble.
[term]#Gain +1 XP# and you must [term]#suffer the consequences# accordingly.
--

=== Aid

.Aid
[move]
--
[.lead]
When you assist someone [term]#taking action#...

You give them a +1D bonus to the roll, but you are succeptible to the consequences if there any.
--

=== Fortune Roll

The fortune roll is a tool the GM can use to disclaim decision making.
Expand All @@ -446,12 +500,14 @@ This can be with a specific attribute or stat, or with a number added.
For example, making a fortune roll with heart, if its value is 3, it is written as "Roll [term]#fortune +heart#" and you would roll 3 dice.

.Fortune Roll
[action]
[move]
--
* *1D* for each [term]#stat# rating.
* *+1D* for each [term]#major advantage#.
* *-1D* for each [term]#major disadvantage#.

'''

* **Critical Hit**: Exceptional result / Major, extreme reward.
* **Hit**: Good result / Moderate, full reward.
* **Partial Hit**: Mixed result / Minor, partial reward.
Expand All @@ -461,7 +517,7 @@ For example, making a fortune roll with heart, if its value is 3, it is written
=== Surveying

.Surveying
[action]
[move]
--
[.lead]
When you search an area, read the situation, ask questions, conduct an investigation, or follow a track...
Expand Down Expand Up @@ -495,7 +551,7 @@ Maybe as monsters are made and more kinds of damage are revealed in the game, th
endif::[]

.Resist
[action]
[move]
--
[.lead]
When your character resists the consequences of their actions...
Expand Down Expand Up @@ -525,15 +581,22 @@ Add dice according to the [term]#ability# used.

==== Death

When your character reaches 0HP, they are most likely dead.
When your character reaches 0HP, and they do not make a [term]#death move#, they are most likely dead.

After fighting is over and your allies roll you over within a few hours of you reaching 0HP, make a fortune roll [term]#+heart# or [term]#+force#, whichever is higher.
.Determine Your Fate
[move]
--
[.lead]
When your allies take a look at your body within a few hours of you reaching 0HP...

[term]#Roll fortune +heart or +force#, whichever is higher.
*On a critical hit*, you strongly gasp as they turn you over and you must explain to everyone how it wasn't as bad as it looked.
You regain +HD HP (minimum 1).
*On a strong hit*, you are barely breathing and are in dire need of aid.
You regain 1HP and your exertion is set to max.
*On a weak hit*, you are alive just enough to say some last words.
*On a miss*, you are dead.
--

=== Progress Tracks

Expand Down Expand Up @@ -647,8 +710,8 @@ Otherwise, you rely on your intuition and occasional oracle rolls to drive the n

. *Envision* your character
. Choose a <<_kin,[term]#kin#>> and determine their [term]#age#.
. Set your <<_attributes,[term]#attributes#>> by applying these points across [term]#force#, [term]#edge#, [term]#shadow#, [term]#wits#, and [term]#heart#.
Do not exceed 2 on any of these.
. Set your <<_attributes,[term]#attributes#>> by distributing these points across [term]#force#, [term]#edge#, [term]#shadow#, [term]#wits#, and [term]#heart#.
You cannot have more than 2 points in a single attribute.
* *Young adult:* 4 points.
* *Middle-aged:* 3 points.
* *Old:* 2 points.
Expand All @@ -658,7 +721,7 @@ Otherwise, you rely on your intuition and occasional oracle rolls to drive the n
. Choose your <<_core_paths,[term]#core path#>>, and then your <<_focus_paths,[term]#focus path#>> according to your age.
* *Young adult:* No focus paths.
* *Middle-aged/Old:* 1 focus path. Assume the narrative requirement of that path is in your character's backstory.
. Gain XP according to your age that you can spend now if you wish, or hold for later.
. Gain XP according to your age that you can spend now if you wish, or keep for later.
* *Young adult:* 8XP.
* *Middle-aged:* 16XP.
* *Old:* 24XP.
Expand Down Expand Up @@ -691,17 +754,38 @@ Additionally, you can change _one_ of these aspects of your character if the nar
* Change one of your vices to a new one.
* Refund one talent completely and obtain a new one at the same cost.

== Attributes

[horizontal]
Force:: Aggression, might, and intimidation.
Edge:: Quickness, agility, and precision.
Shadow:: Sneakiness, deceptiveness, and cunning.
Wits:: Mental fortitude, intellect, and perception.
Heart:: Leadership, inpsiration, and understanding.

== Exertion

Exertion represents the amount of effort, physical or mental, you can exert while adventuring.
When you [term]#mark exertion#, you add exertion against your maximum exertion.

When you are at max exertion and you have to [term]#mark exertion#, you're [term]#broken# and can no longer act.
This means you are either physically battered and unconscious, emotionally unavailable, mentally drained, or otherwise completely exhausted.
Regardless, when you are broken you are out of any scene you currently are in and all scenes going forward, and are susceptible to a [term]#coup de grace#, which means all damage done to you is doubled.
Regardless, when you are broken you are out of any scene you currently are in and all scenes going forward, and are susceptible to a [term]#coup de grace#, which means all damage done to you is quadrupled.
You cannot perform a [term]#death move# if you are reduced to 0HP during a [term]#coup de grace#.

You are broken until you somehow regain [term]#exertion#.

=== Come To

.Come To
[move]
--
[.lead]
When you are at max exertion, and you are still alive after w[2D] hours...

You gain [term]#1 exertion# back.
--

== Hit Points and Hit Dice

Every character starts with 6 hit points (HP) and 0 hit dice (HD).
Expand Down Expand Up @@ -1325,14 +1409,14 @@ They provide one unique [term]#secondary ability#, some starting [term]#coin#, a

== Equipment

Equipment costs money when buying it from merchants and traders.
The cost of equipment is described in [term]#coin# (Also notated as c).
The [term]#cost# of equipment is described in coin (Shortened to just [term]#c#).

=== Slots

You start with 10 + [term]#force# slots for equipment.
When you have 500c, it takes up one slot.
500 more takes up another slot, and so on.
You start with 12 + [term]#force# slots for equipment.

When you have 100c, it takes up one slot.
100 more takes up another slot, and so on.

=== Tags

Expand Down Expand Up @@ -1451,7 +1535,13 @@ Living spaces have [term]#slots# that can be used to store equipment.

== Alchemy

== Mysticism
== Magic

=== Mystweaving

=== Divine Magic

=== Ritual Magic

== Exposure to Chaos

Expand Down Expand Up @@ -1613,7 +1703,7 @@ _Solitary_, _Intelligent_, _Organized_

.Hard Moves
* *Sharpened dagger* -
*Damage* B[2D]+2.
*Damage* 6.
_Close_.

.Soft Moves
Expand Down Expand Up @@ -1674,12 +1764,12 @@ _Tag_

.Hard Moves
* **Claws & Bite** -
*Damage* 1D+4.
*Damage* 7.
*AP* 1.
* **Tail Whip** -
*Damage* 1D.
*Damage* 4.
* **Poisonous Barbs (miss)** -
*Poison* 1D.
*Poison Damage* 3.
*Resist* +force.

*Instinct:* To seize prey and carry off.
Expand All @@ -1692,7 +1782,7 @@ _Tag_

.Hard Moves
* **Spear or Dagger** -
*Damage* 1D.
*Damage* 3.

.Soft Moves
* Lay a trap.
Expand Down
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